Towards Virtual Videography
Michael Gleicher
Department of Computer Sciences
University of Wisconsin-Madison
Madison, WI 53706
gleicher@cs.wisc.edu
James Masanz
Department of Computer Sciences
University of Wisconsin-Madison
Madison, WI 53706
aranduil@cs.wisc.edu
Abstract
Videographers have developed an art of conveying events in
video. Through choices made in
cinematography, editing, and post-processing, effective video
presentations can be created from events recorded with little or no
intrusion. In this paper, we explore systems that
bring videography to situations where cost or time issues preclude
application of the art. Our goal is to develop virtual
videography, that is, systems that can help automate the process of
creating an effective video presentation from given footage. In this
paper, we discuss how virtual videography systems can be constructed
by combining image-based rendering to synthetically generate shots
with image understanding to help choose what should be shown to the viewer.
To this, visual effects can be added to enhance the presentation,
lessening the degradation caused by the medium.
Keywords
Educational technology, videography, automatic presentation
Portraying an event, such as a performance, lecture, or sporting
event, in video is an art form practiced at many levels. While the
experience of watching an event on screen is different from being
there, well produced video can provide a differently effective
experience for the viewer. Skillfully produced video can compensate for
the limitations of the medium by exploiting the power of cinematic
media to manipulate time and space and artificially enhance
images, as well as to avoid some of the problems with attending a real
event, such as being restricted to a given seat.
Videographers have a number of tools at their disposal for capturing
and portraying an event. Multiple cameras, with various
lenses, provide multiple viewpoints. The raw "footage" provided by
the cameras is edited together to point the viewer's attention
to where it is most needed and to control the timing of the
presentation: compressing time by skipping over unimportant
segments, or dilating it by replay or slow-motion.
The hardware demands of videography are a barrier to its
use. Equally barring is the skill required at each phase of the
process. Skilled camera operators are needed to capture the
significant events with movements that will not induce motion sickness.
Skilled editors and directors are needed to choose which shots
should be used and when. These two phases are tightly coupled: the
director often guides the cameras to insure needed footage is
available, but ultimately must choose among what is provided,
sometimes augmented with archived footage or synthetic
images.
The challenge of videography is related to, but different than,
traditional cinematography. The
videographer has limited control over the events that are
being filmed: there is no mise-en-scène [5].
Ideally, the
videographer would unobtrusively observe and record what
happens, although this ideal is sometimes compromised (for example
by an intrusive wedding photographer).
Unfortunately, many applications do not afford the use of
videography. Often, cost and intrusiveness considerations limit the
number of cameras and their mobility. Cost and
availability concerns often preclude the use of skilled practitioners,
both during filming and production.
Our goal is to construct a system and methodology
for recording events with minimal intrusion, and to produce
effective video from this footage in as automated a manner as
possible.
Consider the task of creating video
presentations from class lectures. In such a setting, cost and
intrusion considerations preclude the use of more than a small number of
non-mobile cameras. We would not expect to either recreate the experience of
being in the class, or the video that might have been created were
the whole event designed as a video. We do not want to affect either
the instructor's presentation, nor the experience of the students in
the class.
We are beginning by focusing on off-line systems. Some applications,
such as live broadcast, require real-time, on-line systems. No
application would be hurt by a system having an on-line capability,
and such an on-line system has been explored by Bianchi
[4]; however, in an off-line system we have certain
advantages:
- Looking ahead in time can help us anticipate the action.
In an on-line
application, more knowledge of the event is required to help
predict what will happen if unpleasant surprises are to be
avoided.
- By looking at durations of the presentation simultaneously,
we can better enforce temporal constraints, for example
avoiding jittering and adhering to the
180 degree rule [5].
- Information from previous or future frames can be used to create
special effects.
- The system need not operate in real-time.
Our target medium is to create "standard" video;
a linear presentation. While
interactivity offers potential for a novel presentation medium, we
prefer to limit ourselves to a more traditional medium where presentation
techniques are better understood. Much of the art in cinematography is
in guiding the viewer's attention. Determining how to employ the
existing art is challenging enough.
We have chosen a specific, limited domain in which to explore virtual
videography: medium sized classes given by a single lecturer in
"chalkboard" style. This domain shows the need for virtual
videography: while there is clearly value in making such material
available to those unable to attend the lecture, cost considerations
preclude the use of a professional video staff. Placing one or two
static cameras in the back of the lecture hall is
practical. Not surprisingly, these static camera videos are
considerably less interesting to watch than the original lecture
itself.
Our goal is to be minimally intrusive, not requiring the lecturer to
change the presentation at all. Our view is that we are recording an
event, not creating a different one. The presentation is really meant
for the students in the class, and the instructor should be free to
teach using whatever method they have honed for best communicating in
this setting. We will use this simple domain as a running example
through the paper.
LectureBrowser [15] also aims to non-intrusively
record university lectures and create video presentations. They
synchronize the observed lectures with display of other
digital media, and rely on a known lecture format, tracking hardware,
and apply cut-only editing between two fixed views.
The Classroom 2000 Project [1] makes a record
not only of the lecturer, but also of the lecturer's notes
and notes taken by students.
The project does not aim to be completely non-intrusive; it aims to
capture the entire event, including a record of the students notes.
Producing "real" videography requires a team, or at least a
multi-talented practitioner. Similarly, a virtual videography system
requires a range of components.
In this section, we survey these components and the issues that must
be addressed.
Each component of a virtual videography system is an open-ended
research topic in its own right. However, all afford a number of
simpler solutions that can be constructed today without major
extensions to the state of the art. In each of the following
subsections, we note not only the potential for future systems and
research directions, but also our initial experiments in the example domain.
Given the fixed limited set of source images, we must first ask whether or
not there is enough information to create the desired result. This
problem is inherent in off-line production, not a
consequence of virtual videography. A
human editor faces this same problem when presented
with the same raw footage.
The sufficiency questions arise at all levels. For instance, if there
is insufficient information to see some detail, then there is simply
no way to show that to the viewer. These sufficiency questions can be
difficult to determine: what may be unreadable at first might be
curable using image enhancement, or by combining elements from several
sources. At a higher level, if a topic is not discussed in a
presentation, it is unlikely that it can be explained in the resulting
video.
Sufficiency issues lead to two general questions: How does the
recorder of the event determine if there will be enough information in
the "sampling" being recorded to create a good result? And how do
we best use these bits to communicate a desired message? For example,
when we record an event, can we know if two cameras are sufficient? If
so where should we place them? And, given the output from these
cameras for a given performance, how do we best use their images to
convey the presentation? In our example domain, we have little
control over the amount of data that we can obtain, and focus
on the last question.
More understanding about what is occurring in the source video footage
enables more informed choices in how to utilize it. A
virtual videographer must use computer
vision to interpret its footage, or rely on manual intervention. A
virtual videographer's needs are standard vision issues, such as
person tracking and gesture recognition.
The vision task is simplified for the virtual videography application
because precise results are not necessary. Initially we may
further simplify the problem by limiting the scope of our application
to a constrained and structured environment, allowing user intervention,
and demanding only coarse grained information from
the vision system. In our example domain, the static camera and
knowledge that the only moving object is the presenter allows simple
techniques, such as change detection and skin-color
classifiers[9] to be effective.
To relax these restrictions, more sophisticated image comprehension
allows for the automatic identification and interpretation of the
action. For example, we might not only identify that there is a person
gesturing, but that they are pointing at a particular
object. Understanding where the action is taking place or where the
attention of the people in the scene is focused suggests where the
videographer should direct the viewer's attention.
Much of the power of cinematography comes from the ability to control
the viewpoint. Through this control, the limited portal of the screen
can be expanded through motion, as well as focusing the viewer's
attention [12]. A virtual videography system
chooses what viewpoints to show. Care must be taken
to not only properly guide the viewer's attention, but also to not
confuse them (unless it is intentional). When done correctly, such
continuity-editing can seamlessly guide the viewer through time and
space. Cinematography and editing is an art form unto itself.
In computer graphics, there have been various attempts to codify the
art of cinematography. Karp and Feiner [11] use planning
techniques to make cinematographic decisions based on knowledge of
communicative goals, while He et. al. [8]
explore automating cinematography in the context of animated
conversations.
For creating video presentations, the choices are more limited.
Bianchi [4] shows how a simple set of heuristics
can be effective for videography, while LectureBrowser
[15] gives an even smaller and simpler set to make
cuts between a wide and close-up. In our example domain, we plan to
mimic these heuristics, and extend them using our ability to look
forward and backward in time to insure sufficient continuity and
variety.
Creating a presentation using heuristics is in contrast to the
use of authoring tools such as MAD [3] that
leave editing decisions to the author, and systems that give the
viewer choices during playback, such as
STREAMS [6].
Figure 1:
Simulated medium shot.
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We define the virtual videography problem as beginning with a set of
source images.
However, this set might be smaller than would be
desirable, especially since no director was available to guide the
shooting.
This would mean that there would be a very
limited selection of viewpoints.
However,
graphics and vision researchers have been exploring methods for
generating novel viewpoints based on an initial set. While general
solutions to the view interpolation are on the horizon, interesting
methods have emerged for various special cases, for example those
of Manning and Dyer [14], Seitz [16],
and Avidan and Sashua [2].
A very simple form of novel view generation can be created by assuming
that the camera only zooms and rotates around its optical center. The
mapping between any two images taken from a camera with a fixed center
is a projective deformation [17]. Therefore,
panning and zooming can be implemented using a projective warp, as
shown in Figure 1, where a dynamic close view has
been created by re-sampling a longer, static one.
Image-based rendering addresses the problem of creating a view,
however, we still must control it. In analog to real videography,
image-based rendering creates the camera, however we still need to
implement the cameraman. Camera operation must consider both the
spatial aspects, how the "individual pictures" look, as well as the
temporal aspects, to create motions that do not confuse or sicken the
viewer.
Ultimately, a virtual videography system may encode heuristics that
define the art of photography and cinematography. This has been
explored in a constraint-based framework by Drucker [7] in
the context of 3D virtual environments. Initially, our virtual
videography experiments use simple algorithms to frame important
elements, and we use filtering to avoid the generation of jittery
motions. Implementing the filtering by
fitting known good movement
patterns, such as ease-in/out, will further improve the results.
Applying special effects is another form of shot creation. There
are a wide range of effects that can be put to use: super-imposition,
transparency, transitions, titling, picture-in-picture, etc. In our
example domain, we imagine highlighting what a presenter points to.
Traditional methods of emphasis, such as pointing, often obscure
the very thing to be emphasized.
With special effects we have the opportunity to emphasize something
without obscuring it further.
Figure 2:
A Compositing Effect.
|
Figure 2 is an example of another effect useful in our
examples. In the original frame (left), the instructor obscures the
partially drawn diagram. By combining this image with a later one, the
obscured text is revealed, as is a sense of where the instructor is
going. The right frame was constructed by overlaying a partially
dissolved copy of the original frame over a frame taken from later in
the video when the writing on the board is complete.
The inclusion of special effects make other aspects of the videography
problem more difficult. The system must determine when and where to
use them and what source footage is necessary to best generate
them. There is also the question of whether such visual devices are
effective, or are they confusing and distracting. Avoiding these
latter problems will require developing ways to cue the viewer
to what is happening.
As stated earlier, a virtual videography system has a number of
components, each with an open research agenda. Our approach to virtual
videography is to aim for building a complete end-to-end system, with
engineering "place-holders" for each component. Once such a system is
demonstrated, we can further address each component in the context of
a complete application. In this section, we describe our initial
experiments and prototype.
For our initial explorations, we recorded an entire semester of
lectures in an undergraduate course using DV camcorders. Generally, a
single static camera placed in the rear of the room was used, although
a limited number of lectures were filmed with two cameras.
Our first efforts aim to show that there is in fact sufficient
information in our source materials to create our targets. Given the
extremely limited source material, is it possible to produce video of
the sort we aim for? If not, how much more should we sample the
lecture, or what concessions to invasiveness should be made? To
experiment with this, we have chosen a "Wizard of Oz" prototyping
approach [13] [10]
where a user manually does the process envisioned by the
final system. We have done this by attempting to produce video using
commercial video production tools.
Some findings:
- Standard production software is not especially suited
to our task.
- Manipulation of audio is not required, despite the moving
viewpoint.
- Care must be taken with placement of the
camera to make sure the chalkboard is readable on tape.
Our initial virtual videography system is designed so we can
construct a working system as quickly as possible to explore the
ideas, yet we can easily expand and improve it.
Ideally, the system will do a good enough job that human collaboration
will be unnecessary when the expectations for the presentation are not
too high. Initially, we rely on user interaction to compensate for
simplified pieces of the system.
Our prototype is implemented on Windows NT workstations using our
PyVideo Toolkit which relies on Video for Windows, Python, and the
FlTk interface toolkit. Our initial experience shows that some very
simple methods can produce interesting results, however many aspects
of the problem require further exploration.
Rob Iverson implemented the majority of the PyVideo toolkit.
This research was supported by NSF Career award CCR-9984506, a grant
from Microsoft Research, and a hardware donation from Intel.
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